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Recent reviews by Silver Bunny

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1 person found this review helpful
30.6 hrs on record
𝄞Gaia's Melody: Echoed Melodies
I have to admit, it's a bit of a miracle I got to play Echoed Melodies. Not because I wasn't interested or anything, it was recommended to me by someone very special after all... but more so because have you seen my wishlist!? That thing only grows, never stops!.. but in the end, I got to experience it: once with my partner playing and me keeping company, and later on with the roles switched... and I'm so, so happy I got to do so. I say it at the end of the review also, but this is one of my favorite games ever. So, without further delay, let's go into more details, shall we?

And since the very first thing you'll stumble upon in a game is its presentation, let's talk about the artstyle first. Echoed Melodies' artstyle looked very unique to me from the beginning. When it comes to the character designs, they all have many colorful outfits that seemed clashing at times... but that really, REALLY grew onto me: I can't imagine them any other way now and I love it! The game itself is presented with some really, really nice 32 bit pixel art, and it all looks AMAZING!! The backgrounds looks super greatly detailed, the cast looks excellent and expressive, and small effects like the underwater filters, and specially the breeze moving the character's hair and clothes, are things I never get tired of. The anime portraits are also quite cool!! Some look outstanding, while others look a bit off, or out of model... but not only did I end up liking them a lot by the end, it adds to this game's overall human touch: it's sincerity, it's humanity. Some made me laugh out loud, some wowed me completely, and some were just... well, perfectly imperfect! (The biggest example of what I mean is the bad guy's desing: The eyes are SO BIG!! But I don't know, I got used to it).

The music selection in here is incredible. Apparently some tracks were made for the game, while some others were cherry picked for the game from different sites... and holy cow!! Every single song in here is a masterpiece, and I kid you not, some of them can get me emotional just by listening to them. Themes like Arber Village, Kemoneko Village, or Flame, are real hitters in that regard... Though of course, the soundtrack evokes more feelings than just that: Majikk has a wonderful air of mysticism and I love it; Eeon's castle's majestic theme is, well, royally majestic; the battle theme gets me pumped up every time; the vocal song gives a true feeling of a finished satisfying journey;... You get the point, it's a masterful selection of tracks and I wish it was available for purchase as DLC or something...

The combat in this game is also really fun! Now, I can't say for sure how good it is, I am not the most well-versed when it comes to RPGs (I can count the amount of JRPGs I've played so far with my hands); but regardless, it was really, really satisfying through and through! Leveling up is not particularly hard, and, as you can imagine, seeing numbers grow is always really great! There is a big cast of characters however, so you should probably keep them all at a reasonable level. Most characters also have really satisfying abilities: Single target heavy hitters, reliable multiple targets attacks, OP healing spells, status-inflicting abilities... nothing out of the ordinary, but they're good, full of personality, and they can really make or break a fight. I only actually struggled with a couple or three bosses, and once I got the hang of it, it was a wonderful challenge to overcome! So... yeah! Great stuff, full of character and very fun! Reading the descriptions of some abilities definitely got a laugh out of me here and there... (Speaking of, my gosh you bet this game is full of fun dialogue and descriptions!)

However, no RPG world can be without a good story. It's the main focus of this genre after all, and Gaia's world... is no exception! I will admit, I suck at identifying good or bad stories, usually because I struggle to focus onto them. But here, I was fully invested from beginning to end, and I was truly amazed. Every time I was like "Hmm, this feels off" or "Seems like a plot hole", the game would correct me in a very satisfying and logical way. Exposition is also presented very nicely: the biggest exposition dump is near the end of the game, optional, and made interactive, showing what other characters think about it all. Awesome stuff!! Speaking of, this game is FULL of playable characters. At first, it threw me off (that's way too much, this is overwhelming!), but I slowly got to know them, got used to it, and they all grew on me! Except Ferrik, he's an ♥♥♥♥♥♥♥... There were a couple more things that came across as odd or off-putting: The kemoneko cult-like master-servant mentality; or Doken, who despite being young still... doesn't shy away from flirting with teenagers... I know he's just being a bit overly friendly, but still threw me off a bit. (There were also some more worrying pervs on the way. With those, do as I did: RUN AWAY ASAP!!). Other than that, I have zero complaints!

So (without spoiling a thing) it's world is very, very solid and intriguing... but the focal point is in the emotions. This game is INTENSE! But also... very human. There were many absurd, lighthearted, fun, and off-putting moments... while always remembering just how tragic this whole thing is. For most of it, it feels like your objective is always just out of reach... and yet, you push forward. You try, even when things look truly dire, and every step accomplished, even if small, feels like a huge achievement: every small step getting you closer to your destination. There are some truly heartbreaking moments throughout, and they only get more and more intense as the story unveils... Existential crises, loss, the pressure of having the fate of the world on your shoulders, the feeling of hurting those around even when trying to do the complete opposite... Quite a few tough subjects handled so wonderfully!... I will say though, they all tend to blame themselves a bit too much, so many times I was like "Nooo!! You did your best, there was nothing else you could do, don't be so hard on yourself..."

Unfortunately, I can't say all of it was smooth sailing. Glitches were minor, and uncommon: maybe a character portrait wouldn't show up properly in a dialogue box of every 150 or something like that... However, I did stumble upon a truly bad glitch. In the first Mirrihk factory, battles would glitch out for most of it. I found another way to farm for experience, and it didn't happen again after... but I did juggle around with it all for probably 2 hours or so. I'd have to navigate invisible menus blindly, to escape fights that didn't even trigger and... Yeah it was annoying. Again, not game breaking, but it is a major glitch after all...
https://steamcommunity.com/sharedfiles/filedetails/?id=3396628239

I feel like I somewhat covered it all now and... what can I say really. This game has really quickly earned a place into my heart. It made me laugh quite a bit, smile a lot, get frustrated, almost cry multiple times... and, every time I got to the ends, I cried... a lot. Not many games have got to do that. It has become, not only one of my favourite games ever, but probably my favourite RPG so far.

And I have to thank all of this to my partner: Moonie. Sweetie, thank you so, so deeply!! Not only did you introduce me to this universe. Not only did you make me excited for the third entry. Not only did you get me these amazing games for Christmas!... but also kept me company throughout. You shared with me one of your most special things in this world, and I can't thank you enough! Next stop: 𝄢Gaia's Melody II: Echoed Memories!! (And also probably Eternal Senia, as a way to share a special one of mine ❤️) I love you my heaven, so, so much!! 🐰💝💖💗💖💝🐱
Posted January 30. Last edited February 16.
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4 people found this review helpful
5.0 hrs on record
Disclaimer: I got this game as a review copy for my curator page
They Do Not Die* was a... nice little surprise!
A quite pleasant, little remake of a homebrew Wii game I stumbled upon. Now, that doesn't mean you should be expecting a masterpiece or anything, but yet again, I was pleasantly surprised by this little game.

A quick glance at the description of the storepage will let you know it all about it really: Top down shooter with an overly simplistic artstyle, where humans and zombies are represented by coloured arrows. Gameplaywise it's fairly enjoyable (in a "way to disconnect" kind of way); just make sure to check the controls... knowing you can run or shoot missiles is very useful. It has multitple gamemodes, such as Lore mode, Endless, Courier, and Deathmatch. I haven't tried the latter, but the others I have and... yeah they're alright.
  • Endless mode is exactly what you'd expect from it.
  • Courier mode makes you roam the city to get to different waypoints until you die (I expected tiny Left 4 Dead, but it's way simpler than that).
  • As for Lore mode, it's a charming story about the struggles the main protagonist went through both before, and during the zombie outbreak. Not all that connected to the gameplay, but I quite enjoyed it!

I did mention how the gameplay is quite simple, though I do have to say that, once you've beaten it, you unlock NG+, and from 1 to 3, there are changes to your arsenal: From rifle to shotgun, from missiles to flamethrower, and from missiles to... a dash... this one was the most tedious... but from it I learnt that red zombies increase the progress bar significantly more than the regular ones... I wish I'd known that before my last playthrough... Either way, they spice things up a little, while increasing the difficulty significantly.

It also has a couple bonus games in it and... well one is almost unplayable for me, the other is fine... I wish I could say more really but that's sort of it: Bonus games!

I kind of don't really have much more to say: It's alright, nice for when you want not to think about anything; and it's cheap! So if it catches your attention, it may be worth a go!

*Full title: They Do Not Die: Call of Crimson Tgirl Apex Land Zombie Shooter Duty 2D Keywords... yeah this is a little too much, I don't know why it was changed from just They Do Not Die to all that... but it's funny.
Posted January 5. Last edited January 5.
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1 person found this review helpful
5.7 hrs on record
A sweet and cozy GameBoy adventure about a bunny helping their friends run the town's festival again!
Marron's Day is an adorable, GameBoy styled title, that follows Marron's quest to restore the town's festival. Throughout the day, they'll have to convince and help their friends in order to get the event running! It's nice, short, sweet, fun... has it all really!! The game wasn't just made to ressemble GBC graphics however: This game RUNS on a GameBoy! Isn't that awesome? Throughout the day you will have to fulfill the townsfolks requests so they can run their stands at the festival: find interesting rocks, collect strange fish, help a friend overcome their social anxiety, or try out some new seeds for a friend; amongst many other activities. It has a wonderful cozy vibe, just talk with your neighbours, help them out, do some fun side activities... gave me Animal Crossing vibes* (haven't played much Animal Crossing so I may be completely wrong there). The GB aesthetics and music also gave it a Pokémon hint to it all (despite there being no monster catching mechanics). It's just a nice, relaxing, and kind of nostalgic adventure...

The ending is really sweet too! Well, it's a shame you need to replay the festival 4 times to check all the stands, but it's super cute, and really worth it, since they all add little details and side activities to the town! In my headcannon, Marron was invited to try all the stands out, even after they ran out of coins. And speaking of the festival, let's just say there are some amazing easter eggs there and I absolutely loved all the ones I got: very rewarding for npckc fans! Further more, there is also a really well hidden area in the game that is super rewarding to find (and hides some extra content if you go after 100% completion). It made me feel like a child again for a second, finding such well hidden area that is only hinted at you by one character.

Finally, we have the prologue: A small story set on the day before the main game's events. Your friend Mugi lost his bouquet, which means he can't go to the dance festival! Now it's up to Marron to save the day once more and find the missing flowers. It's basically, a byte sized version of this byte sized game (so much so, that you can't even save). It's very fun and the ending is super super sweet! Not much else to say other than that: It's just a little bit more of the cutessy world of Marron.

No npckc could be without any sort of LGBTQ+ represantation... okay not all their games have it, but it's almost a staple really. In Marron's Day's case, it's quite subtle: Some neighbour may be arromantic, asexual, (or both), others may prefer they/them pronouns, and well... you know, one of the easter eggs in the festival. I'm not completely sure if there are openly gay relationships since usually the gender of the neighbours is not specified, but either way, what I mean is: npckc fans, you will feel at home here too~

I think it's fair to say, that I quite recommend this game. It's great! Nice, cute, relaxing... very very sweet. At first I thought the price was a little high, and I still think it is a bit, but despite that, I highly recommend it!
And thanks a lot V3LTA for the gift! ❤️
Posted January 5. Last edited January 5.
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2 people found this review helpful
69.5 hrs on record
Crash Bandicoot 4: Took us long enough didn’t it?
I grew up with the orange marsupial in the same way I grew up with the blue blur or the thingamajig: Fairly casually. I remember playing Crash 2 N-Tranced and Crash Purple on the GBA, and a bit of Crash 3 on my PS1… but that’s sort of it! Later on I got my hands on Crash: The Wrath of Cortex, which I quite liked, and Crash of the Titans which I didn’t like… but yeah! It wasn’t until I played the N-Sane trilogy where I got to experience the original 3 and… Yeah I quite loved them.

But now we’re here: Crash Bandicoot 4: It’s about time. A game that really doesn’t disappoint, but as the title says… took them long enough for a new Crash game, huh? After beating this game to 106% completion, I thought I really should share my thoughts on it, and we’ll start it fair and simple: This is now one of my all time Crash Bandicoot games. Maybe even the absolute best? But the road to 106% does drag it down quite a bit.

Crash 4 starts where the completion ending of Crash 3 left us: With Cortex, N-Tropy and Uka-Uka trapped in the past. After many years stranded there, they make it out in one piece, and they’re now ready to put their new plans to fruition: conquering the multiverse! This causes the re-awakening of the Quantum Masks, and it’s up to Crash, Coco, and whoever tags along to collect them all and save the day. Simple, fun, and effective; perfect for a Crash plot. I noticed there were a lot more cutscenes in this game, which were great, super cartoony and fun to watch, but was also a bit jarring, since the original ones barely had any… not complaining, just pointing it out. But yeah! We explore different dimensions joined by familiar faces, experience a plot twist here and there, and beat the game! An absolutely outstanding journey.

That’s the story, so now I guess we should jump into the gameplay and… I mean it’s classic Crash, not much has changed other than some minor tweaks here and there (mostly done to the slide). If you like the original games, you’ll probably like this one too! The level theming is also really great! From N-sanity islands we very quickly jump into some whacky, unique, and cool environments. I will say that the first few dimensions weren’t my cup of tea, but that changed quickly as we reached the fourth one. The Crash Bandicoot staples are here: Break all boxes to get a gem in really well designed levels, with some vehicle sections here and there (animal riding and… surfing? ish? Shoutouts to our boy Blerb). It does change some things, l i k e t h e c o l l e c t a b l e s... but we’ll get to that in the completion section, for casual gameplay, this is very much classic Crash at its finest. It does also add the story related Quantum Masks into the mix, and they’re just… so cool and fun! Fase objects in and out of reality, pull off an ultra deadly spin of mass destruction, slow down time, or flip gravity. They can take a bit to get used to, but they’re super great fun, and the final level has an AMAZING little gauntlet where you have to switch from one mask to the other and it’s just… PERFECT!

So everything is perfect here, right? Extremely fun and satisfying gameplay, accompanied by a fun and fitting story! This game is absolutely masterful… until you decide to complete it, where it turns into a long and extremely challenging journey. Beating Crash games to completion has always been part of the appeal, but in this one, it’s a nightmare. That’s due to all the new collectables in the game. Let’s go through them all in detail okay?

Gems
I’m putting all of them under the same category because they are easily the simplest of them all: Six gems per level (get 40%, 60%, and 80% of all the Woompa fruits in the level, break all the boxes, beat it without dying more than 3 times, and find the hidden gem in the level); other 6 per N-verted level, and the 4 coloured gems, which unlock secret paths and the Toxic Tunnels Gauntlet. You may benefit from using a guide here and there, to find missing crates or the hidden gems… but other than that, this is fairly doable and fun! Specially since you don’t need to get them all in a single run. The most daunting part of it all is that they total 460 Gems, which is absurd to say the very least… like, how many could the original games have, 30-40 in total? Yeah no, multiply that by 12 or something.

Flash-Back Tapes and Flash-Back Relics
Easily one of my favourite parts of the game. They’re small world building levels set in the past, during the creation of both Crash and Coco. They’re short, somewhat puzzly 2D levels where you have to figure out which boxes to break in order to proceed. They’re great fun, and the last couple or three of them were REALLY challenging. I loved them all, with the dialogues accompanying and that VHS filter… absolutely sublime!

N-Sanely Perfect Relics
Here is where things start getting tough! You have to break every single box in a level and beat it without dying a single time. It should be okay, and wasn’t the hardest for me… but my gosh is it absurd. The amount of crates a level may have in this game can rank up to 500+, some hidden with PURE malice… and then you have to beat the level without dying at all too… Every level becomes a challenge, and later on in the game, it feels like torture. I think I didn’t suffer them so much due to pure luck. There were notable levels like “Crash Landed”, “Rush Hour”, or “Toxic Tunnels”... but somehow we managed it! It was… kind of fun sometimes! Excluding those, and probably some others I’m forgetting about.

Platinum Time Trial Relics
If there was a collectable that could make me quit, it was this. Collecting the Golden Relics in the previous games was a fun challenge with some difficult bumps here and there. Getting platinums back then was a matter of luck mostly. But here? You are REQUIRED to get those platinums. And yeah, sure, you can still get even better times; and yeah, sure, you may get a Platinum first try once or twice… but this is hell. I’ve genuinely had to grind some levels for over an hour. Sometimes I thought I couldn’t do any better and still got gold. Sometimes… these challenges almost brought me to tears… And to top it all off… while Crash 4 is a very polished game overall… it’s not perfect. Sometimes Dingodile may decide to grab all the crates with the vacuum except for the one I need, or Cortex may decide to shoot at the wall 50,000 times before hitting the target I need. The list goes on but at the end of the day: Near perfection require a near perfect game, and when rushing through, the cracks start showing…

The end
228 Gems, 228 Inverted Gems, 4 Coloured Gems, 38 N-sanely Perfect Relics, 38 Platinum Relics, and 21 Flash-Back tapes with their own Platinum Relics. What could take you a couple gaming sessions in the original games, now takes you WEEKS. This is the road to 106% completion and what did we get for it? Two secret endings. The first one is great, the second one… wasn’t really worth it. It was fine but… after all this!? Yeah, it wasn’t worth it really… The journey was still a great challenge, and a wonderful way to prove oneself but gosh the pain… almost 70 hours…

The final conclusion of this thing I just wrote is… 0 out of 10! This game is NOT about time? It’s about dimensions! Get it together Toys for Bob! >:(

And a final note, I really want to thank my partner Moonie: Thank you so so much!! Not only for giving me this masterpiece, but for keeping me company throughout the ENTIRE journey. Whenever I felt defeated, you never failed to cheer me up, sharing cute and funny videos and songs, always congratulating me on every step we made! This was one of our adventures, and we did amazingly! So thank you so much, my love! 🐰💝💖💗💖💝🐱
Posted December 6, 2024. Last edited December 7, 2024.
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1 person found this review helpful
6.3 hrs on record
Disclaimer: I got this game as a review copy for my curator page
Great beginning, mixed middle, and straight up awful end.
Galactivore is one of those games that really make you wish there was a neutral review option because my feelings towards it are really mixed...

On one hand, we have the beginning stages, which can be a bit too easy at first, but still bring a lot with the presentation, are fun to traverse through, and are also fair. Once we reach the middle point, the game starts showing some signs of unfairness, in which enemy attacks can be near impossible to dodge, even if you know they're coming. And then, the game splits into two possible endings, with a different level each and... yeah those are straight up bad. Enemies everywhere (some constantly respawning unless you destroy they're spawning machine... which is straight up impossible sometimes), tiny platforms on top of that, and they introduce some of the most annoying mechanics so far: Disappearing platforms on top of bottomless pits, and giant beams. At least the beams don't insta kill you... If the most reliable strategy I found was to abuse invincibility frames to proceed, we have a problem. These two levels alone have genuinely made me consider giving this game a negative review: They're just not fun at all... but I still feel like the game offers enough for it to well, not be a thumbs down.

The story was alright. There's this chemical that enhances the capabilities of individuals with two X chromosomes, which leads to the overexploitation of earth, and the exodus of the planet (only by those affected by the chemical, I guess people who weren't enhanced by it wouldn't survive such trip... and I also guess they found a reliable way to reproduce, whether via cloning or thanks to said chemical). It all evolves into a regime, and and the enslavement of a whole alien species. Because of it, a terrorist group rises to try and stop this... sort of dictatorship, and that's when you show up: It is now up to you to either end this tyrannic regime run by the I.H.C., or put a stop to the terrorist group known as the U.L.F.
It's alright, though it's not like the factions are all that good... The I.H.C. is spoiler territory, but yeah, not good; and the U.L.F. literally blows up a whole city in the third level, and then has the audacity of keep a tally of the organic lifeforms you've put an end to (I don't know I found that kind of stupid). And if you're looking for all the achievements... just don't... I did my best not to kill a single organic enemy up until the very last level, where I only killed the minimum I needed, and then was greeted with "You've killed 47 enemies"... you must kill 40 enemies or less to get one of the achievements... I give up!

Presentation-wise, it has this certain 16 bit look and feel to it, inspired by classics like MegaMan and Contra, but despite that, reminded me more of the Sega MegaDrive because of the instrumentation on the soundtrack. It's not spectacularly faithful to said style, but to be fair, nowhere on the store page does it say that it was influenced by that console alone: it was just a feel I got.

So, as you can see, quite a bit to say, and the final veredict... is still the same: It's quite nice at the beginning, okay in the middle, and straight up dreadful at the end. It's worth a go if you're in the mood for this sort of game, but... wait for a sale at least...
Posted November 25, 2024. Last edited November 25, 2024.
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4 people found this review helpful
2.3 hrs on record
Nostalgia can lead us to make stupid decisions, like downloading childhood games from fishy sites...
... but buying Mini Reaper isn't a stupid decision!

Mini Reaper is a tiny, N64 styled horror game that plays with the idea of exploring a haunted version of one of our beloved childhood games... and I love it! It's not perfect, but still excels in its premise.

One map, one objective: Collect all 13 green souls for the Grimm Reaper because... they're on vacation. It's our duty, as the Grimm Reaper's apprentice, to fulfill this simple mission... but something is lurking in the shadows... And so, what starts as a cute little collectathon with really well hidden collectables, quickly becomes an intense yet simple horror experience, where you'll have to escape and outsmart a strange entity, hidden within the game's code.

Now, into the aesthetics, which I just adore!
There's a certain charm to N64 games I never get tired of. Low poly models, a slightly higher resolution than the PS1, blurry textures, and fancy yet dated effects (like the lighting and the fog); are elements I die for! And since Mini Reaper's beginning is so calm, you truly can just take it all in and enjoy. It incentivizes you get lost in the mansion: explore the basement and the attic, locate the little gardens (both inside and outside the mansion), find the bedrooms and bathrooms, dancing hall, library, astronomy room... and more! You will need this exploration though, since this entity will become ruthless near the end of the game. A semi-optimized route and good escape options will become crucial.

All that adds up to an overall excellent little horror experience. Sure there are bigger and better games out there, but this game's atmosphere and movement really sell it as a brand new N64 game (or rather, a corrupted version of a childhood memory). Love it! 💜

... also the ending is hilarious. If they removed the stupid screamer it'd be a 10/10 ending!
Posted September 9, 2024. Last edited September 9, 2024.
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3 people found this review helpful
11.1 hrs on record
A small collection of Toree's... weakest adventures so far?
Now, I know that may sound quite discouraging, but despite that, I honestly believe that Toree's Panic Pack is absolutely worth your money! And as always, it really doesn't ask for much! But why is it so... divisive, to say the least? Well, let's go by each individual game shall we?

Toree Genesis
A cute little adventure made to celebrate the blue blur's 31st anniversary! This one is, without a doubt, the best part of the collection. Three small stages filled with amazing easter eggs and a bunch of objectives: Star collecting, S ranks, Shards,... and more! The only issue is that you can't really choose the levels you wanna play, but the next game fixes said issue...

Toree Jumbled Jam 2
Now here it is... the bringer of chaos... Jumbled Jam is okay. I don't love it, but as extra levels for Toree 2, this is fine and actually kinda fun! The issue is that it starts with probably its weakest level: with stars located in super annoying spots, and some true buIIshit unfair traps... Despite that, the other levels are really cool!! Being the only other frustrating moment, the small corridors in the space level... So the game is fun! And as the icing on the cake, you can even pick and choose to play Toree Genesis' levels! That's sick!!

... but then... why is it the bringer of chaos? This game was broken for WEEKS after release. The moment you unlocked a character, it'd become completely bricked, absolutely unplayable! And the fact that it took so long for it to be fixed is just... pathetic... But hey, it works now! The whole package was patched! So it went from "Don't finish it it'll brick itself afterwards", to "Just enjoy!"

Toree Missions
And finally, as the cherry on top we have Toree Missions. Twenty four micro levels, divided in four difficulties, with each mission having a different gimmick: Collect all starts, destroy all enemies, disappearing blocks, low gravity, speed level, and airborne level.

Sounds good on paper, and the virtual aesthetics are really cool... but it's just not that fun? Don't get me wrong! Most of the missions are short, sweet, and fun! But some others are genuine deal breakers that make this the least enjoyable game of the collection, requiring stupid levels of precision without the proper tools to do so (specially in missions 3-2, 4-4, and 4-6).

Conclusion? Yeah, it's still worth it!
As I said, this is the weakest Toree entry on steam so far, but despite that, it's still cheap and fun! It feels very rough around the edges, but despite that, it's still worth the purchase!

P.S.: I love how the games are presented as japanese Sega Saturn games! It's super charming, and cements Toree as a Pseudo-Saturn franchise!
Posted September 2, 2024. Last edited September 3, 2024.
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3 people found this review helpful
5.6 hrs on record
Disclaimer: I got this game as a review copy for my curator page
When there's no hope for humanity... Cobalt comes and saves the day!
Citadel Stormer 2 was a quite pleasant surprise. A fun and simple pixel platformer, with clear influence from NES and SNES classics. Is it a perfect game? Not really. But no game is perfect, and while flawed in some aspects, it still was a fun ride!

I definitely would have to start with the story: simple and effective. It doesn't take itself seriously at first: "Oh no! The AI we gave full access to quite literally everything in the city has gone rogue! Who could've guessed! But don't worry, this rando who showed up out of nowhere seems to be more capable than the entire army!". However, shortly after the silly premise, it really quickly takes itself more seriously. You will be retaking strategic areas of the conflict, and retrieving the necessary keys to access the citadel and stop this AI.

The gameplay was... alright. It was fairly fun, though I barely used some of the mechanics, due to them not being all that fun to use (like the shield), or a bit too unreliable (I've used the dash many times and ended up falling on unexpected spikes that would insta-kill me). So I took it more slowly and methodical, and I still had quite a bit of fun for the most part! Dodging enemy projectiles while managing to hit them proved to be quite a challenge at times! The level design could feel a bit uninspired at times (specifically the end, which felt more like a gauntlet of enemies than a platforming game), or frustrating with enemies that would quite easily knock you off a platform... but even then, there (usually) was a way to manage the situation.

Possibly the worst offender would have to be the weapons. At first, yeah, I switched quite a bit between SMG, AR, and Shotgun... but near the end of the game... I just sticked with the shotgun. It was more reliable than the previous two, and neither the plasma rifle nor the grenade launcher were an upgrade... so shotgun run! It made it feel a bit samey, but hitting an enemy with all 4 shotgun bullets was always satisfying, so it wasn't the absolute worst.
And hey, that final phase of the final boss, while tense, was REALLY COOL!

The soundtrack, while it worked, was... unmemorable. It served its purpose, but it was kind of repetitive... And well, the artstyle is, to me at least, a bit blocky, specially with the human characters. I do like how the rest looks (not love it, but still cool)... but yeah, the character designs were just a tiny bit too squared for my liking.

My run of the game wasn't all sunshine and rainbows. I will admit that, at one point, I got so frustrated that I quit for the day... but I really don't regret beating it! The rough moments were not enough to destroy the experience at all, it was still fun.
This game is a one person project, with no beta-testers even, so this is extremely impressive! Usually that ends terribly, but here... the final product was quite nice.

Shoutouts to the Annoying Turret. Truly lives up to its title.
Posted July 19, 2024. Last edited July 19, 2024.
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1 person found this review helpful
2.1 hrs on record
"My child! My child! I lost my baby!". Rescue little Oliver in this GameBoy styled puzzler.
I suck at puzzle games. I'm stupid, what can I say! And sokoban puzzles happen to be specially hard for me: limited moves to solve a room... but in Lost Oliver's case, it never really happened! Every single level was fun and satisfying (except for the last one, which was tough, but satisfying still).

This game is adorable. Just look at it! The nonverbal tale of a kangaroo-like mother looking for her lost cub... sure, kind of sad, but good news: it has a happy ending! There are times in which the game tries to go after unsettling things? Like the weirdish visual and musical effects here and there: they're an odd addition, but they're inoffensive.

Quite important to point out too the art style of this game. I mean, original GameBoy aesthetics with Pokémon influences? This is perfect! I adore it. Music is also really nice. Not amazing, and there's a track that sounds pretty dissonant, but fits the mood perfectly... sound balancing could be welcomed here and there though...

Do you need anything else? It's 1$. Look at it! If it looks like you may like it, do it! It can't go wrong!
And thanks Kita! The MvM sessions paid off here, huh? ❤️
Posted June 23, 2024. Last edited June 27, 2024.
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4 people found this review helpful
1.5 hrs on record
I hate being negative, I really do... but Kessler Syndrome was extremely disappointing...
While working in a space station, your crewmate dies due to "falling" debris. Now you ough to try your best to survive inside what's left of the ship.

Gameplay consists of navigating the ship and fixing any issues that arise... however, I can't really say it's engaging. You have full, zero-gravity 360° movement: super annoying and disorienting, though unique, and once you get used to it, it's only slightly tedious. But the part of checking the equipment... ouff. You just... go and click on things, sometimes having to previously pick something else. Some assignments have a higher priority than others, but they're not really well conveyed at all (e.g.: I kept dying on day four due to an oxygen problem, but the time I had to fix it seemed random, and thanks to the confusing ship layout, I may have had to try that 7 times or so...).

What if one of the assignments required you to detatch a module due to it being too damaged? What if you had some kind of oxygen and pressure level to know what's going on? What about some laser beam redirector being broken, making you have to fix it? An actual threat! Something other than checking error messages, clicking at the gym, or fixing wires/dying of suffocation fixing the oxygen...

As for the ending... well the nuclear bombs were cool, though predictable... and then you die, fin.

I don't want to be mean, or discourage the developers... but this was extremely disappointing... So much potential... wasted...
Keep on trying though, devs! The atmosphere was great and the concept was cool! ❤️
Posted May 1, 2024. Last edited May 1, 2024.
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